Racing Apex is a fast and fun arcade style racing game that takes inspiration from some of the first 3D polygon arcade racing games from 1988 to 1992 and adds modern gameplay elements of car combat and multiplayer mayhem.
Racing Apex is targeting Windows, Mac and Linux for its initial release. We are planning to get Racing Apex on to consoles in the near future and we will update this section when we can add more platforms.
The worlds best racers have gathered to determine who will be the Racing Apex Champion! When the lights go green its no holds barred to the chequered flag! Race. Shoot. Win.
Race the way you want to race! In Racing Apex we aim to make the controls and handling as fluid and responsive as possible. We also want to give racers the option of using steering wheel and pedal sets and support for multiple monitors for those with race rigs. Racing Apex has been built with VR in mind, for example all vehicles have a fully detailed cockpit that can be inspected at any angle. If we reach the funding goal we will add VR support as a stretch goal.
Choose your champion! Each racer has their own unique vehicle selection that suits their driving style. All drivers fall into different weight classes, light, medium or heavy. Lower weight classes have better acceleration and quicker handling. Heavy class drivers have higher top speeds and more weight. Find the best combination of driver and vehicle to suit you!
Select from over 30 vehicles. From classic racers of yesterday to the latest race track screamers, each with its own unique handling and performance. Each vehicle can be modified and upgraded via the garage and all vehicles can have a full conversion for handling, speed or strength.
Full vehicle modification is available. Add body kits, change wheels, even modify your interior. Suspension and engine performance can be modified too!
Vehicle Conversion Upgrade Path
Each vehicle in Racing Apex has four unique modes - Standard, Pro Race (for maximum handling), Speed (for Dragster/Top Fuel levels of speed) and Rally (for maximum strength). Chassis conversion allows you to make this major change to your vehicle class. You can then further modify your upgraded vehicle in the Garage.
Pro Race - Maximum handling. Best for precision circuit racers who aim for each apex!
Speed - Best top speed and acceleration, not great in corners, cannot take much damage. Best suited for those who prefer full throttle all the time and like to run and gun!
Rally - Maximum strength, but the slowest upgrade choice. For drivers who like to race off road on opposite lock and ram other vehicles off the road!
Fully detailed - All vehicles have interior, exterior and under the hood details.
Fully destructible - Vehicles show four stages of damage, so you know when your about to go boom! Get a repair item to get your vehicle back in the green and restore performance!
Race under bright blue skies across the globe. Each colorful region contains multiple track configurations for racing and arena style battles.
Weather and time of day
Memories of racing in the fog, rain and at night in Radmobile inspired us to make sure we offered the same thrills to racers in Racing Apex.
The weapons and items can be used in all game modes or you can choose to race without them. We understand that some people will like the damage and destruction of twin Gatling guns and others may just wish to carve out the best racing line, with only the throttle and brake as their weapons of choice.
Like all great arcade games, Racing Apex has a thumping original soundtrack featuring tracks by Waterflame (who has produced music for Castlecrashers, Castlestorm, Layerz, Geometrydash) and Jason Heine from Heine House Entertainment (who provided music and audio design for Horizon Shift).
The inspiration for Racing Apex comes from some of the first 3D polygonal racing games such as Winning Run, Hard Drivin' and Virtua Racing. With a bit of Wing War and Interstate 76 sprinkled in.
In 1988 the 3D polygon graphics in Winning Run was a major step up from the scaled 2D sprites used in most racing games at that time. Virtua Racing in 1992 had a blistering frame rate and added multiple camera views, another first for racing games.
The excitement of playing these arcade games in the early 90's is burned into our memories and we want to bring that excitement back with Racing Apex.
Kickstarter gives us the opportunity to gather a group of racing fans from all over the world who want to help shape this game together and race together on the track.
Racing Apex started development many years ago. We initially developed a handheld and PC version and over the years the focus shifted solely to the PC version which you see today.
Development in Racing Apex has been funded by us via the work we do with other game developers. This has meant that Racing Apex became almost an after hours 'skunkworks' project. Working with you, the Kickstarter backers, now is the time to roll Racing Apex out of the workshop, into the light and start her up!
The Racing Apex core team consists of two developers who have over 20 years experience between them in the games industry and are credited on shipped titles such as Burnout Legends, Burnout Paradise, Midnight club LA Remix and many more. This experience making racing games is being utilized in Racing Apex, to add modern gameplay elements to the classic solid polygon art style.
Trevor Ley - Lucky Mountain Games founder
Trevor worked at EA as a 3D artist on a number of titles including Burnout Dominator. When at Sony he worked with former Getaway and Burnout developers on the driving sections of Eight Days. While at Rockstar London he worked on Midnight Club LA Remix among other titles. After starting Lucky Mountain Games Trevor has worked on a number of titles for Indie and AAA developers.
John Humphries - Onyx Digital Studio founder
While at EA John worked on Burnout Dominator and Burnout Paradise among other titles. John was the Lead Technical Environment Artist on APB. After starting Onyx Digital Studios John has worked on a wide range of titles for a number of developers including IPs for BMW and Renault.
The main cost will be development (60%) followed by Audio (music/sfx), Balancing (including polish and QA), Taxes, Server Hosting costs and Kickstarter Fees.
Release dates for each stage of development will be announced as we move through each stage. Our current release schedule is planned to be as follows:
Racing Apex is currently in internal pre-alpha stage. We want to make sure the racing experience is fast and fully functional before racers line up on the grid. With backers feedback from the alpha and beta stages we will be able to balance and optimize Racing Apex so that it is the best it can be at the final release state.
In Game Digital Rewards
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Risks and challenges
We have been working on this project for many years and we feel now is the time to get Racing Apex to the finish line by moving into full time development. As a team we have worked together on a number of projects for a wide range of developers and we understand the many challenges of producing a high profile racing game.
Our experience of working on great racing game franchises across multiple platforms means that many of the aspects of Racing Apex such as vehicle setup, AI tuning, track building etc. we have done many times before in other racing games.
We have been using Unity since 2009 on a wide range of released games, four of which were racing games. We understand the tool chain and if needed we can call on our friends in other game development studios who can provide advice or outsourcing if needed.
We are massive fans of racing games and we've been lucky to have worked on a number of great racing games. With this passion and experience plus support from racing fans we are confident we will be able to make Racing Apex one of the best racers out there.Learn about accountability on Kickstarter
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